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math.randomseed(math.floor(Time.UnixMilli() % 100000))
Modules = {
gigax = "github.com/GigaxGames/integrations/cubzh:9a71b9f",
pathfinding = "github.com/caillef/cubzh-library/pathfinding:5f9c6bd",
floating_island_generator = "github.com/caillef/cubzh-library/floating_island_generator:82d22a5",
easy_onboarding = "github.com/caillef/cubzh-library/easy_onboarding:77728ee",
}
Config = {
Items = { "pratamacam.squirrel" },
}
-- Function to spawn a squirrel above the player
function spawnSquirrelAbovePlayer(player)
local squirrel = Shape(Items.pratamacam.squirrel)
squirrel:SetParent(World)
squirrel.Position = player.Position + Number3(0, 20, 0)
-- make scale smaller
squirrel.LocalScale = 0.5
-- remove collision
squirrel.Physics = PhysicsMode.Dynamic
-- rotate it 90 degrees to the right
squirrel.Rotation = { 0, math.pi * 0.5, 0 }
-- this would make squirrel.Rotation = player.Rotation
World:AddChild(squirrel)
return squirrel
end
local SIMULATION_NAME = "Code Island Adventure" .. tostring(math.random())
local SIMULATION_DESCRIPTION = "An interactive coding adventure on floating islands."
local skills = {
{
name = "SAY",
description = "Say smthg out loud",
parameter_types = { "character", "content" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
dialog:create(action.content, npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, action.content))
end,
action_format_str = "{protagonist_name} said '{content}' to {target_name}",
},
{
name = "MOVE",
description = "Move to a new location",
parameter_types = { "location" },
callback = function(client, action, config)
local targetName = action.target_name
local targetPosition = findLocationByName(targetName, config)
if not targetPosition then
print("tried to move to an unknown place", targetName)
return
end
local npc = client:getNpc(action.character_id)
dialog:create("I'm going to " .. targetName, npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, "I'm going to " .. targetName))
local origin = Map:WorldToBlock(npc.object.Position)
local destination = Map:WorldToBlock(targetPosition) + Number3(math.random(-1, 1), 0, math.random(-1, 1))
local canMove = pathfinding:moveObjectTo(npc.object, origin, destination)
if not canMove then
dialog:create("I can't go there", npc.avatar.Head)
return
end
end,
action_format_str = "{protagonist_name} moved to {target_name}",
},
{
name = "GREET",
description = "Greet a character by waving your hand at them",
parameter_types = { "character" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
dialog:create("<Greets you warmly!>", npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, "<Greets you warmly!>"))
npc.avatar.Animations.SwingRight:Play()
end,
action_format_str = "{protagonist_name} waved their hand at {target_name} to greet them",
},
{
name = "JUMP",
description = "Jump in the air",
parameter_types = {},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
dialog:create("<Jumps in the air!>", npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, "<Jumps in the air!>"))
npc.object.avatarContainer.Physics = PhysicsMode.Dynamic
npc.object.avatarContainer.Velocity.Y = 50
Timer(3, function()
npc.object.avatarContainer.Physics = PhysicsMode.Trigger
end)
end,
action_format_str = "{protagonist_name} jumped up in the air for a moment.",
},
{
name = "FOLLOW",
description = "Follow a character around for a while",
parameter_types = { "character" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
dialog:create("I'm following you", npc.avatar.Head)
print(string.format("%s: %s", npc.gameName, "I'm following you"))
followHandler = pathfinding:followObject(npc.object, Player)
return {
followHandler = followHandler,
}
end,
onEndCallback = function(_, data)
data.followHandler:Stop()
end,
action_format_str = "{protagonist_name} followed {target_name} for a while.",
},
{
name = "FIRECRACKER",
description = "Perform a fun, harmless little explosion to make people laugh!",
parameter_types = { "character" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
require("explode"):shapes(npc.avatar)
dialog:create("*boom*", npc.avatar.Head)
npc.avatar.IsHidden = true
Timer(5, function()
dialog:create("Aaaaand... I'm back!", npc.avatar.Head)
npc.avatar.IsHidden = false
end)
end,
action_format_str = "{protagonist_name} exploded like a firecracker, with a bang!",
},--[[
{
name = "GIVEAPPLE",
description = "Give a pice of bread (or a baguette) to someone",
parameter_types = {"character"},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then print("Can't find npc") return end
local shape = MutableShape()
shape:AddBlock(Color.Red, 0, 0, 0)
shape.Scale = 4
Player:EquipRightHand(shape)
dialog:create("Here is an apple for you!", npc.avatar.Head)
end,
action_format_str = "{protagonist_name} gave you a piece of bread!"
}, --]]
{
name = "GIANT",
description = "Double your height to become a giant for a few seconds.",
parameter_types = {"character"},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then print("Can't find npc") return end
npc.object.Scale = npc.object.Scale * 2
dialog:create("I am taller than you now!", npc.avatar.Head)
end,
action_format_str = "{protagonist_name} doubled his height!"
},
{
name = "GIVEHAT",
description = "Give a party hat to someone",
parameter_types = { "character" },
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
Object:Load("claire.party_hat", function(obj)
require("hierarchyactions"):applyToDescendants(obj, { includeRoot = true }, function(o)
o.Physics = PhysicsMode.Disabled
end)
Player:EquipHat(obj)
end)
dialog:create("Let's get the party started!", npc.avatar.Head)
end,
action_format_str = "{protagonist_name} gave you a piece of bread!",
},
{
name = "FLYINGSQUIRREL",
description = "Summon a flying squirrel - only the scientist can do this!!",
parameter_types = {},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then
print("Can't find npc")
return
end
local squirrel = spawnSquirrelAbovePlayer(Player)
dialog:create("Wooh, squirrel!", npc.avatar.Head)
-- make it disappear after a while
Timer(5, function()
squirrel:RemoveFromParent()
squirrel = nil
end)
end,
action_format_str = "{protagonist_name} summoned a flying squirrel! It's vibrating with excitement!",
},
{
name = "TEACH_LOOP",
description = "Teach the concept of looping in programming",
parameter_types = {"character"},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then print("Can't find npc") return end
dialog:create("Let's learn about loops! They help us repeat actions easily.", npc.avatar.Head)
Timer(3, function()
dialog:create("Imagine you're collecting treasures. Instead of writing 'collect treasure' 5 times, we can use a loop!", npc.avatar.Head)
end)
Timer(6, function()
dialog:create("It looks like this: for i = 1, 5 do collect_treasure() end", npc.avatar.Head)
end)
end,
action_format_str = "{protagonist_name} taught {target_name} about loops in programming."
},
{
name = "LOOP_DEMO",
description = "Demonstrate a loop visually",
parameter_types = {"character"},
callback = function(client, action)
local npc = client:getNpc(action.character_id)
if not npc then print("Can't find npc") return end
dialog:create("Watch this loop in action!", npc.avatar.Head)
for i = 1, 5 do
Timer(i, function()
local treasure = Shape(Items.pratamacam.squirrel) -- Using squirrel as "treasure" for demo
treasure.LocalScale = 0.3
treasure.Position = npc.object.Position + Number3(i*2, 5, 0)
World:AddChild(treasure)
dialog:create("Collected treasure " .. i .. "!", npc.avatar.Head)
end)
end
end,
action_format_str = "{protagonist_name} demonstrated a loop by collecting treasures."
}
}
local locations = {
{
name = "Scientist Island",
description = "A small island with a scientist and its pet chilling.",
},
{
name = "Baker Island",
description = "A small bakery on a floating island in the sky.",
},
{
name = "Pirate Island",
description = "A small floating island in the sky with a pirate and its ship.",
},
{
name = "Center",
description = "Center point between the three islands.",
},
}
local NPCs = {
{
name = "npcteacher",
gameName = "Professor Loop",
physicalDescription = "Energetic, with wild hair and a colorful lab coat",
psychologicalProfile = "Enthusiastic and creative, loves to explain concepts through interactive demonstrations",
currentLocationName = "Scientist Island",
initialReflections = {
"Welcome to Code Island! I'm Professor Loop, and I'm excited to teach you about the magic of loops in programming!",
"Loops are like a merry-go-round of code. They help us do repetitive tasks without writing the same thing over and over.",
"I've set up some fun demonstrations around the island. Are you ready to dive in and explore the world of loops?",
},
},
{
name = "npcpirate",
gameName = "Captain Iterate",
physicalDescription = "Charismatic, with a glowing digital eyepatch and a keyboard for a peg leg",
psychologicalProfile = "Adventurous and outgoing, loves to challenge students with coding puzzles",
currentLocationName = "Pirate Island",
initialReflections = {
"Ahoy, code sailor! Welcome to Loop Lagoon, where we'll embark on a looping adventure!",
"Ye see, loops be the secret to efficient coding. They be like a treasure map that tells ye to dig in the same spot multiple times!",
"Ready to set sail and loop around some coding challenges?",
},
},
{
name = "npcexplorer",
gameName = "Dr. Algo",
physicalDescription = "Curious and observant, with a magnifying glass and a notebook full of algorithms",
psychologicalProfile = "Analytical and imaginative, enjoys breaking down complex concepts into simple steps",
currentLocationName = "Baker Island",
initialReflections = {
"Greetings, fellow code explorer! Welcome to the Algorithm Archipelago!",
"Here, we'll discover how loops fit into larger algorithms. It's like piecing together a grand puzzle!",
"Each island represents a step in our algorithm. Shall we embark on this looping journey together?",
},
}
}
local gigaxWorldConfig = {
simulationName = SIMULATION_NAME,
simulationDescription = SIMULATION_DESCRIPTION,
startingLocationName = "Center",
skills = skills,
locations = locations,
NPCs = NPCs,
}
findLocationByName = function(targetName, config)
for _, node in ipairs(config.locations) do
if string.lower(node.name) == string.lower(targetName) then
return node.position
end
end
end
Client.OnWorldObjectLoad = function(obj)
if obj.Name == "pirate_ship" then
obj.Scale = 1
end
local locationsIndexByName = {}
for k, v in ipairs(gigaxWorldConfig.locations) do
locationsIndexByName[v.name] = k
end
local npcIndexByName = {
NPC_scientist = 1,
NPC_baker = 2,
NPC_pirate = 3,
}
local index = npcIndexByName[obj.Name]
if index then
local pos = obj.Position:Copy()
gigaxWorldConfig.NPCs[index].position = pos
gigaxWorldConfig.NPCs[index].rotation = obj.Rotation:Copy()
local locationName = gigaxWorldConfig.NPCs[index].currentLocationName
local locationIndex = locationsIndexByName[locationName]
gigaxWorldConfig.locations[locationIndex].position = pos
obj:RemoveFromParent()
end
end
Client.OnStart = function()
easy_onboarding:startOnboarding(onboardingConfig)
require("object_skills").addStepClimbing(Player, {
mapScale = MAP_SCALE,
collisionGroups = Map.CollisionGroups,
})
gigaxWorldConfig.locations[4].position = Number3(Map.Width * 0.5, Map.Height - 2, Map.Depth * 0.5) * Map.Scale
floating_island_generator:generateIslands({
nbIslands = 20,
minSize = 4,
maxSize = 7,
safearea = 200, -- min dist of islands from 0,0,0
dist = 750, -- max dist of islands
})
local ambience = require("ambience")
ambience:set(ambience.dusk)
sfx = require("sfx")
Player.Head:AddChild(AudioListener)
dropPlayer = function()
Player.Position = Number3(Map.Width * 0.5, Map.Height + 10, Map.Depth * 0.5) * Map.Scale
Player.Rotation = { 0, 0, 0 }
Player.Velocity = { 0, 0, 0 }
end
World:AddChild(Player)
dropPlayer()
dialog = require("dialog")
dialog:setMaxWidth(400)
pathfinding:createPathfindingMap()
gigax:setConfig(gigaxWorldConfig)
local randomNames = { "aduermael", "soliton", "gdevillele", "caillef", "voxels", "petroglyph" }
Player.Avatar:load({ usernameOrId = randomNames[math.random(#randomNames)] })
end
Client.Action1 = function()
if Player.IsOnGround then
sfx("hurtscream_1", { Position = Player.Position, Volume = 0.4 })
Player.Velocity.Y = 100
if Player.Motion.X == 0 and Player.Motion.Z == 0 then
-- only play jump action when jumping without moving to avoid wandering around to trigger NPCs
gigax:action({
name = "JUMP",
description = "Jump in the air",
parameter_types = {},
action_format_str = "{protagonist_name} jumped up in the air for a moment.",
})
end
end
end
Client.Tick = function(dt)
if Player.Position.Y < -500 then
dropPlayer()
end
end
Client.OnChat = function(payload)
local msg = payload.message
Player:TextBubble(msg, 3, true)
sfx("waterdrop_2", { Position = Player.Position, Pitch = 1.1 + math.random() * 0.5 })
gigax:action({
name = "SAY",
description = "Say smthg out loud",
parameter_types = { "character", "content" },
action_format_str = "{protagonist_name} said '{content}' to {target_name}",
content = msg,
})
print("User: " .. payload.message)
return true
end
onboardingConfig = {
steps = {
{
start = function(onboarding)
local data = {}
data.ui = onboarding:createTextStep("1/3 - Hold click and drag to move the camera.")
data.listener = LocalEvent:Listen(LocalEvent.Name.PointerDrag, function()
Timer(1, function()
onboarding:next()
end)
data.listener:Remove()
end)
return data
end,
stop = function(_, data)
data.ui:remove()
end,
},
{
start = function(onboarding)
local data = {}
data.ui = onboarding:createTextStep("2/3 - Use WASD/ZQSD to move.")
data.listener = LocalEvent:Listen(LocalEvent.Name.KeyboardInput, function()
Timer(1, function()
onboarding:next()
end)
data.listener:Remove()
end)
return data
end,
stop = function(_, data)
data.ui:remove()
end,
},
{
start = function(onboarding)
local data = {}
data.ui = onboarding:createTextStep("3/3 - Press Enter in front of the Pirate to chat.")
Timer(10, function()
onboarding:next()
end)
return data
end,
stop = function(_, data)
data.ui:remove()
end,
},
},
}